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TMD2 Bugs / Issues / Suggestions v0.1.0

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LeafMuncher
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TMD2 Bugs / Issues / Suggestions v0.1.0 Empty TMD2 Bugs / Issues / Suggestions v0.1.0

Post by H3katonkheir 2011-03-27, 15:57

Please report any bugs or issues that you happen to come across in the TMD2 (it is likely that there would be quite a bit).
...Or you can just add some suggestions.

Keep in mind that there are a lot more features planned / coming.


Last edited by H3katonkheir on 2011-12-26, 19:45; edited 2 times in total
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Post by LeafMuncher 2011-03-27, 19:19

Is there any chance for an export to jpg (or bmp, or whatever) function to save the maze panel (without full tmd window)? Will make posting mazes super quick. Not sure how much coding it would take though. Would also look cool with a little "Made on TMD version xxxxxx" added to the image Tongue
Other than those little things I'm loving it so far. Very fast, very easy to use (after figuring it out for about 30 seconds Excited)
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Post by H3katonkheir 2011-03-27, 19:52

Hmmm not quite sure what you mean. You are able to export it to a .png file if you click file Smile

Thanks Excited hope to be getting some of the nicer features up soon.
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Post by LeafMuncher 2011-03-27, 20:38

Oh, I'm stupid >.<
Didn't see it was png, thought it saved the maze like old TMD Tongue
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Post by H3katonkheir 2011-03-27, 21:21

Haha, had to laugh at that sorry Leaf Wink
Busy working on a save feature at the moment (the one you thought it was Tongue) but will be saved in .maze / .mze format.
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Post by russoka 2011-03-28, 13:41

Can I use this program to create a maze to another territory? For example, for older versions of TTW or map like Shango?
on russian:
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Post by H3katonkheir 2011-03-28, 17:54

At the moment you can only create mazes with the newest (and last few) versions of TTW and their specific regions.
I have tried to make a generic maze designer before, but it didn't work out too well (there are sooo many TD games out there).
I may at some point create one though.
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Post by itzodes 2011-03-30, 17:36

Code:
ERROR in
action number 1
of Mouse Event for Glob Left Pressed
for object obj_control_window:

Error in code at line 4:
 
        (mazePrior[0].button[2].state==0)
                        ^
at position 24: Unknown variable button or array index out of bounds
I'd like to report this error-log. I am not sure what exactly happened.


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Post by H3katonkheir 2011-04-01, 07:00

Thanks, I will have it fixed for the next version Smile
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Post by LeafMuncher 2011-04-01, 08:20

Would I be right in assuming that error did not cause a crash?
Looks like a simple array extension problem, maybe with the toolbox buttons
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Post by H3katonkheir 2011-04-01, 12:13

If the program encounters an error it closes and creates an error log (I can change that if it's a pain).
That particular error is caused when closing the upper-most a window when there are more than 3 open at a time, there are a few errors relating to it. It's not quite a simple array entension problem, it's an order of events problem when the window is closed and right before the array is adjusted, something about the now non-existing window is called.
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Post by LeafMuncher 2011-04-01, 12:33

Ah ok, nothing major though.

Had a similar bug when I was working on some GUI last year, thought it might have been that (relating to extention).
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Post by H3katonkheir 2011-04-01, 17:30

Yeah, fairly easy to do, have it fixed now; would have released the next version, but 'cus it's been so soon since they first one, I'll try add most of the functions to it before the second release (making it worth-while for people to download).
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Post by LeafMuncher 2011-04-01, 18:04

Its more than worthwhile. Hell, its 20x faster than old tmd
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Post by H3katonkheir 2011-04-15, 09:40

Is there anything in particular that people want to see in the next version Smile?
Could possibly have it within the week.
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Post by LeafMuncher 2011-04-15, 11:32

Path-finding maze time tester capable of being juggled to calculate full timing accurately. Also it must handle diagonals on a corner-cutting algorithm like creeps do.

Off Topic: OMG NEW POST! MUST... RESPOND... NOW...
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Post by H3katonkheir 2011-04-15, 18:37

Can do.
I had not thought of juggling capabilities to be honest... Busy thinking of how that would be possible / user-friendly. Suggestions?

Diagonal movement is working, just needed to manipulate the traditional A* pathing slightly. Currently working on corner cutting - probably the toughest to work out, but with the easiest solution... (Thinking of taking off a portion of time per corner, dependent on the angle of the corner).

There is a slight problem with the comparison between them though... (Real time and the designer's pathing)
I may have to steal D3z's pathing algorithm Excited, since creeps don't move along the exact fastest path. Ie; they don't move along a straight line. Test this layout out (in game), a creep does not follow this path, even though this theoretically is the fastest path;

TMD2 Bugs / Issues / Suggestions v0.1.0 Defpat10

It may not be the hugest time difference in this example, but with a more complex maze it probably will.

Off Topic: YEAH Excited ANOTHER POST!
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Post by LeafMuncher 2011-04-16, 23:51

My post was only half serious tbh. A basic maze timer of any sort would be nice
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Post by H3katonkheir 2011-04-22, 14:50

A few other thoughts I had;
- Including a "Highlight Tower" button which will allow you to recolour towers to add emphasis to them. For example to indicate juggling towers, major towers, etc.
- Additional number features; "Insert Number" which will allow you to renumber the tower (shifting other numbers where needed), "Clear Numbers" which would remove numbering from the selected towers.
- "Ghost Tower" (Still debating this) button to show where a tower would have been (this could also be number-able). Useful for explaining complex mazes that have build stages.
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Post by LeafMuncher 2011-04-22, 18:48

I really like the ghost tower idea. The rest is optional Tongue
Highlighting might not be a bad idea either, though not so important I rate
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Post by vAnKaTa_G.G. 2011-04-24, 10:48

Highlighting might not be a bad idea either, though not so important I rate
It might be pretty important because in some mazes the strongest tower must be at a tactical position to do MAX damage. So the idea is very good.
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Post by DRag0N_ATF 2011-10-19, 11:26

TMD is a really way out for maze creators, I used to improvise in-game a lot recently and now this prog gonna become my friend Smile
I've just downloaded it and I have no idea how to realise these 2 functions:
-Auto-generated shortest path and time estimation.
-Save / load function (Existed in the previous version, old saved mazes will not work with the new version)..
Thanks in advance
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Post by H3katonkheir 2011-10-19, 12:03

They have not been implemented yet Smile (I'm just trying to find where I had posted that).
I'll try work on it a bit over the next week. I hit a problem with the timing for the pathing system.
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Post by DRag0N_ATF 2011-10-19, 12:20

It is right here: TMD II: Improvements
It was the post's date that confused me Undecided
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